Resize drawing to match frame size - swing

I've written an app that custom draws everything inside paint() based on fixed pixel positions. Then I disabled resize of the frame so its always visible.
However, now I would like to be able to resize it but I dont want to change my drawling code. I was hoping I could grab the 300x300 square of the Graphics g object and resize it to the JFrame current size after all of my drawling code, but I have no idea what I'm doing.
Here sample code. In this I want the 100x100 square to remain in the middle, proportionate to the resized JFrame:
package DrawAndScale;
import java.awt.Color;
import java.awt.Graphics;
public class DASFrame extends javax.swing.JFrame {
public DASFrame() {
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
this.setSize(300, 300);
}
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new DASFrame().setVisible(true);
}
});
}
#Override
public void paint(Graphics g) {
g.setColor(Color.BLACK);
g.fill3DRect(100, 100, 100, 100, true);
}
}
Thanks.

Assuming you rename your method that paints for 300x300 as paint300, define a buffered image:
#Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300); // empty image
paint300(bufferImage.getGraphics()); // fill the image
g.drawImage(bufferImage, 0, 0, null); // send the image to graphics device
}
Above is when you want to draw at full size (300x300).
If your window is resized:
#Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300);
paint300(bufferImage.getGraphics());
int width = getWidth();
int height = getHeight();
CropImageFilter crop =
new CropImageFilter((300 - width)/2, (300 - height)/2 , width, height);
FilteredImageSource fis = new FilteredImageSource(bufferImage, crop);
Image croppedImage = createImage(fis);
g.drawImage(croppedImage, 0, 0, null);
}
The new classes are from from java.awt.image.*.
I didn't test this code. It's just to send you in the right direction.

if you want to painting Custom paint then look for JLabel or JPanel and including Icon/ImageIcon inside, simple example about that
import java.awt.*;
import javax.swing.*;
public class MainComponentPaint extends JFrame {
private static final long serialVersionUID = 1L;
public MainComponentPaint() {
setTitle("Customize Preffered Size Test");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void display() {
add(new CustomComponent());
pack();
setMinimumSize(getSize());
setPreferredSize(getSize());
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
setVisible(true);
}
});
}
public static void main(String[] args) {
MainComponentPaint main = new MainComponentPaint();
main.display();
}
}
class CustomComponent extends JComponent {
private static final long serialVersionUID = 1L;
#Override
public Dimension getPreferredSize() {
return new Dimension(50, 50);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
int w = getWidth();
int h = getHeight();
for (int i = 0; i < Math.max(w, h); i += 20) {
g.drawLine(i, 0, i, h);
g.drawLine(0, i, w, i);
}
}
}

Not an expert, but you could just scale the Graphics2D object (the passed Graphics is in fact a Graphics2D instance), where the x and y ratios are the ratios of the fixed size you chose to draw and the actual size of the frame.
See http://download.oracle.com/javase/6/docs/api/java/awt/Graphics2D.html#scale%28double,%20double%29

You could do this with some math.
public void paint(Graphics g){
int height = 100;
int width = 100;
int x = (this.getWidth() / 2) - (width / 2);
int y = (this.getHeight() / 2) - (height / 2);
g.setColor(Color.BLACK);
g.fill3DRect(x, y, width, height, true);
}
Or if you wanted to keep the width and height of the box with the same proportion, use int width = this.getWidth() / 3; and int height = this.getHeight() / 3.
The other option is to use Graphics2D.scale(), as JB pointed out, the passed Graphics object is actually a Graphics2D object.

Related

libgdx isometric tiled map screen to world with viewport

I wanted to create a simple 30x30 isometric tiled map and add a listener to be able to click on the tiles. I looked up a lot of the articles and posts here but none of them helped me.
My issue is, i have a viewport, 30x17, a camera, a stage and a tiled map with tileWidth = 32 and tileHeight = 16 pixels.
Now when i render the tiled map it looks fine.
When i click on stage and try to get the world coordinates i see some really weird coordinates.
This is the code:
private static final float TILE_WIDTH = 32;
private static final float TILE_HEIGHT = 16;
private OrthographicCamera camera;
private Viewport viewport;
private Stage stage;
private IsometricTiledMapRenderer isometricTiledMapRenderer;
private Matrix4 isoTransform;
private Matrix4 invIsotransform;
public void load(AssetManagerLoaderV2 assetManagerLoader) {
assetManagerLoader.load();
init();
camera = new OrthographicCamera();
viewport = new FitViewport(30, 17, camera);
stage = new Stage(viewport);
TiledMap tiledMap = new TiledMapGenerator(assetManagerLoader).generate(30, 30);
isometricTiledMapRenderer = new IsometricTiledMapRenderer(tiledMap, 1/32f);
stage.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
System.out.println(screenToCell(x, y));
return true;
}
});
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
#Override
public void render(float delta) {
DrawUtils.clearScreen();
viewport.apply();
isometricTiledMapRenderer.setView(camera);
isometricTiledMapRenderer.render();
}
#Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
isometricTiledMapRenderer.dispose();
stage.dispose();
}
public void init () {
//create the isometric transform
isoTransform = new Matrix4();
isoTransform.idt();
isoTransform.translate(0.0f, 0.25f, 0.0f);
isoTransform.scale((float)(Math.sqrt(2.0) / 2.0), (float)(Math.sqrt(2.0) / 4.0), 1.0f);
isoTransform.rotate(0.0f, 0.0f, 1.0f, -45.0f);
//... and the inverse matrix
invIsotransform = new Matrix4(isoTransform);
invIsotransform.inv();
}
public Vector2 worldToCell(float x, float y) {
float halfTileWidth = TILE_WIDTH * 0.5f;
float halfTileHeight = TILE_HEIGHT * 0.5f;
float row = (1.0f/2) * (x/halfTileWidth + y/halfTileHeight);
float col = (1.0f/2) * (x/halfTileWidth - y/halfTileHeight);
return new Vector2((int)col,(int)row);
}
public Vector2 screenToWorld(float x, float y){
Vector3 touch = new Vector3(x,y,0);
camera.unproject(touch);
touch.mul(invIsotransform);
touch.mul(isoTransform);
return new Vector2(touch.x,touch.y);
}
public Vector2 screenToCell(float x, float y) {
Vector2 world = screenToWorld(x,y);
world.y -= TILE_HEIGHT *0.5f;
return worldToCell(world.x,world.y);
}
Does anyone have an idea how to write worldToCell to get the proper coordinates?
I found the issue, i was missing one step.
This is what touchDown should look like:
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
Vector2 newCoords = stage.stageToScreenCoordinates(new Vector2(x, y));
System.out.println(screenToCell(newCoords.x, newCoords.y));
return true;
}
I need to convert stage coordinates to screen coordinates, now this code is working.

RayHandler doesn't goes with Box2D world

I have a difficult situation.
I'm making a 2D game and I'm on the step
of integrating box2Dlights part.
But when i'm rendering my RayHandler, I have a black screen.
Here is another image, where I don't render my lights. There is no lights now.
I need to have collision of Box2D and Box2Dlights mixed together.
Please note:
All my boxes are made in units, equal to 1, so that one room is 16 squares length.
All entire world is zoomed by setToOrtho((16 - 1.875f) / Gdx.graphics.getHeight()), where 16 is tile size.
If I scaled my tile size, I would like to have this stuff work.
All code is complicated so I send the only GameScreen and GameMap classes for now:
#Override
public void show() {
InstanceVars inst = InstanceVars.getInstance();
inst.world = new World(new Vector2(0, 0f), true);
inst.engine = new Engine();
inst.handler = new RayHandler(inst.world);
LevelCreator creator = new LevelCreator("level_def.cfg");
try {
gameWorld = creator.createNewLevel();
gameWorld.start();
} catch (FileCorruptedException e) {
e.printStackTrace();
}
}
#Override
public void render(float delta) {
gameWorld.render();
}
#Override
public void resize(int width, int height) {
gameWorld.resize(width, height);
}
#Override
public void dispose() {
gameWorld.dispose();
InstanceVars.getInstance().dispose();
}
for the GameScreen.java
and
private World physWorld = InstanceVars.getInstance().world;
private Box2DDebugRenderer physRender = new Box2DDebugRenderer();
private OrthographicCamera cam = new OrthographicCamera();
private RayHandler lights = new RayHandler(physWorld);
private PlayerController controls;
private float STD_ZOOM = ((float) CELL_SIZE + 16) / Gdx.graphics.getHeight();
private Body playerBody;
public GameMap() {
cam.zoom = STD_ZOOM;
}
public void start() {
GameObject player = (GameObject) getProperties().get("ent_player");
playerBody = player.getComponent(PhysicsComponent.class).getBody();
controls = new PlayerController();
Gdx.input.setInputProcessor(controls);
physWorld.setContactListener(new CollisionInteractor(InstanceVars.getInstance().engine));
PointLight light = new PointLight(lights, 1000, Color.GOLDENROD, 500, playerBody.getPosition().x, playerBody.getPosition().y);
}
public void render() {
updatePlayer();
physWorld.step(1/60f, 8, 2);
updateCamera();
physRender.render(physWorld, cam.combined);
// lights.updateAndRender();
}
private void updatePlayer() {
if (controls.up) playerBody.setLinearVelocity(playerBody.getLinearVelocity().x, -controls.speed);
else playerBody.setLinearVelocity(playerBody.getLinearVelocity().x, controls.down ? controls.speed : 0);
if (controls.down) playerBody.setLinearVelocity(playerBody.getLinearVelocity().x, controls.speed);
else playerBody.setLinearVelocity(playerBody.getLinearVelocity().x, controls.up ? -controls.speed : 0);
if (controls.left) playerBody.setLinearVelocity(-controls.speed, playerBody.getLinearVelocity().y);
else playerBody.setLinearVelocity(controls.right ? controls.speed : 0, playerBody.getLinearVelocity().y);
if (controls.right) playerBody.setLinearVelocity(controls.speed, playerBody.getLinearVelocity().y);
else playerBody.setLinearVelocity(controls.left ? -controls.speed : 0, playerBody.getLinearVelocity().y);
}
public void resize(float width, float height) {
STD_ZOOM = ((float) CELL_SIZE - 1.875f) / Gdx.graphics.getHeight();
cam.setToOrtho(true, width, height);
}
private void updateCamera() {
cam.position.set(playerBody.getPosition(), 0);
cam.update();
}
public void dispose() {
super.dispose();
physWorld.dispose();
physRender.dispose();
}
for GameMap.java.
If you need more details, don't be afraid to ask.
I cannot solve the problem on my own.

rendering texture from other class in libgdx

i am making a game in libgdx. I have a super class Monster with child classes of that monster (warrior,mage,..). I would like to render this Monster class (actually his child) in playScreen class. Each class has its own animaton and textures, damage/health values. How do i do that? In which class do i define position for rendering, animation of that monster? in child classes, super class or in playScreen? My current code is here:
public class Monster {
public Animation monster;
public TextureAtlas atlas;
public int health;
public int damage;
public Monster(){
atlas = new TextureAtlas(Gdx.files.internal("mons1.txt"));
monster = new Animation(1/15f, atlas.getRegions());
}
Child class:
public class Mage extends Monster {
public Mage(int health,int damage, Animation animation){
super(health, damage, animation);
}
PlayScreen class:
public class PlayScreen implements Screen, InputProcessor {
private SpriteBatch batch;
public TextureAtlas atlas;
TextureRegion region;
private int height;
private Viewport viewport;
private Camera camera;
private int width;
private float elapsedTime = 0;
private Handler h;
private Stage stage;
private InputProcessor processor;
public PlayScreen(Handler h){
this.h = h;
batch = h.batch;
camera = h.camera;
viewport = h.viewport;
height = h.height;
width = h.width;
region = new TextureRegion();
stage = new Stage(viewport,batch);
stateTime = 0f;
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.end();
}
Create base class that will have methods for all entities in your world.
For example let's give in name Entity. It will have only fields and methods that base for all monsters, creatures, player also, etc.
class Entity {
protected int x; // use getters/setters to get/change these fields
protected int y;
protected int width;
protected int height;
protected Texture texture;
public Entity(Texture texture, int x, int y, int width, int height) {
this.texture = texture;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
void draw(SpriteBatch batch) {
batch.draw(texture, x, y, width, height);
}
}
Now you can create base entity that will simple draw one texture always.
How to animate it? Create inheritor.
class AnimatedEntity extends Entity{
protected float stateTimer = 0f; // use getters/setters to get/change these fields
protected Animation animation;
public AnimatedEntity(Animation animation, int x, int y, int width, int height) {
super(animation.getKeyFrames(0), x, y, width, height); // calls parent constructor
this.animation = animation;
}
#Override
void draw(SpriteBatch batch) {
texture = animation.getKeyFrame(stateTimer); // texture from parent visible here
super(batch); // calls draw method from Entity
}
}
Now you can extend Monster from AnimatedEntity class. To add attack method for example. Hope you got it. I mean principe.
How to draw all my entities?
Outside constructor :
ArrayList<Entity> entities;
In constructor :
entities = new ArrayList<>();
AnimatedEntity mage = new AnimatedEntity(someAnimation, x, y, width, height);
entities.add(mage);
In render(..) :
for (e in entities) {
e.draw(batch);
}
You could make a render method in the monster and/or child class. It depends if all monsters are going to be rendered the same way, either way it is useful to make an empty render method in the monster class nonetheless (so we do not have to cast classes in future).
public class Monster {
public Animation monster;
public TextureAtlas atlas;
public int health;
public int damage;
public Monster(){
atlas = new TextureAtlas(Gdx.files.internal("mons1.txt"));
monster = new Animation(1/15f, atlas.getRegions());
}
public void render(SpriteBatch batch) {
// here you will use your animation and textureAtlas to render
}
You then call the render method in your main render in PlayScreen, make sure to put the batch as parameter.
If you have one monster you wish to render differently, you could override the monster's render method like this:
public class Mage extends Monster {
public Mage(int health,int damage, Animation animation){
super(health, damage, animation);
}
#Override
public void render(SpriteBatch batch) {
// your mage specific render
// calling super.render(batch) will call its superclass' render
}
I hope you know how to use your animation to actually render it now, otherwise here is a useful link. Good luck!

Couldn't load tmx

I'm using libgdx in my 2D platformer game project for college task. For now I'm confused with loading tiledmap in libgdx. I have a big tmx map with size of 11400x1500 pixels and 30x30 tile size. Also an image with same pixel size which I load it in image layer. I try to load it but libgdx shows nothing.
My question is how to load single big tmx map or should I divide the map into several segment/section? Because I've tried other small tmx (3000x1500). If the tmx is divided then how to load them as one stage?
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
private Viewport viewport;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.update();
viewport = new FitViewport(l/3,t/3,kamera);
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/s11.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.position.set(550,550,0);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = viewport.getScreenWidth();
kamera.viewportHeight = viewport.getScreenHeight();
kamera.update();
}
Unitscale does nothing, the code above works on smaller size of tmx map.
EDIT
Code above isn't working, and the below is working, notice the maploader is loading different tmx file, above code trying to load 11400x1500 pixel with 30x30 tile size, while code below trying to load 3800x1500 with 30x30 tile size, but I try to use the code below to load bigger tmx, its not working,
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.position.set(550,550,0);
kamera.update();
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/segmen1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
Try this code and this should fix it.
#Override
public void render(float delta) {
kamera.position.set(x, y, z);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = width;
kamera.viewportHeight = height;
kamera.update();
}
EDIT
In the original code, OP was missing kamera.update() statement. And also the resize method. That is something which causes trouble when displaying the tiled map properly as you need to update the camera at every iteration of render.

How to properly use setposition in libgdx?

This is the java file created by gdx-setup-ui.jar of v0.9.7
sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
Why we need to set position to negative value in order to center the picture?
Where is the reference base point of the libgdx picture? (left-bottom corner?)
I was told that the origin of libgdx is left-bottom corner. Given the above values, part of the picture should have been outside the screen....It turns out not! I am very confused.
Thanks in advance
Complete listing:
package com.packtpub.libgdx.basic;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class Basic implements ApplicationListener {
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;
#Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, h/w);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
}
#Override
public void dispose() {
batch.dispose();
texture.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
}
It's because the default center point for the orthographic camera is (0,0,0), so if you just draw your image at (0,0) its bottom left cornet will be in the center of the screen.
You can change this center point by using cam.position.set(w / 2, h / 2, 0) method
See here for more detailed example of OrthographiCamera use: https://github.com/libgdx/libgdx/wiki/Orthographic-camera